--- Log opened Mon Oct 17 00:00:10 2016
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20161017 00:28:39< iceiceice> JyrkiVesterinen: one thing i didn't understand in the recent series of commits:
20161017 00:28:51< iceiceice> so i saw that you decided to split font/constants into font/standard_colors
20161017 00:29:01< iceiceice> basically because it was causing linker errors?
20161017 00:29:17< iceiceice> either in wesnothd or campaignd, one of which needed those symbols?
20161017 00:29:29< iceiceice> and so you put constants in wesnothlib and the other in a different part which will go to all the targets
20161017 00:29:54< iceiceice> however, if they were originally including src/font.hpp and linking fine,
20161017 00:30:07< iceiceice> then why did it break?
20161017 00:30:29< iceiceice> i mean surely whatever target font.cpp was in was fine that means?
20161017 00:30:45< iceiceice> and iirc the files i created went into that same target
20161017 00:31:12< vultraz> celticminstrel: the crash was caused by this check being in help: if(vec[0] == "some string" && vec.size() > 1). when i flipped that condition the crash stopped
20161017 00:35:04< iceiceice> i see
20161017 00:35:16< iceiceice> its because the string constants were actually originally in serialization/string_utils
20161017 00:36:01< vultraz> yes, I moved them
20161017 00:37:48< iceiceice> which wasnt the same unit as font.cpp
20161017 00:39:24< vultraz> (hm... wouldn't .size() == 1 if vec[0] was valid, though?)
20161017 00:40:26< gfgtdf> vultraz: no, vec[0] beeing valid imples size >= 1 size not == 1.
20161017 00:41:03< vultraz> hm
20161017 00:41:05< vultraz> ok
20161017 00:41:52< vultraz> doesn't really explain why if(vec[0] == "some string" && vec.size() > 1) crashes but if( vec.size() > 1 && vec[0] == "some string") doesn't
20161017 00:42:49< gfgtdf> vultraz: it does, if vec.size <= 1, then the second check vec[0] = "" isnt executed.
20161017 00:43:56< shadowm> (Short-circuiting.)
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20161017 00:50:58< irker444> wesnoth: Charles Dang wesnoth:master 0c36463d3aee / projectfiles/CodeBlocks/wesnoth.cbp: Updated CB projectfile https://github.com/wesnoth/wesnoth/commit/0c36463d3aee31eba12430e184e3fabec0923120
20161017 00:50:58< irker444> wesnoth: Charles Dang wesnoth:master 4b6673529396 / src/help/help_impl.cpp: Help: flipped a conditional to prevent crashes when parsing invalid vectors https://github.com/wesnoth/wesnoth/commit/4b66735293961b1011eeee367aa04a46fac66575
20161017 00:50:59< irker444> wesnoth: Charles Dang wesnoth:master 1402c9af1e3c / src/serialization/ (string_utils.cpp string_utils.hpp): Simplified utils::split https://github.com/wesnoth/wesnoth/commit/1402c9af1e3c2caceac657289cb1198fef9da06d
20161017 00:57:04< celticminstrel> gfgtdf: I have no idea how they would be leaking though... knowing there's a leak doesn't necessarily help to fix it...
20161017 00:57:30< celticminstrel> I can look at the place the stack trace shows, but no promises.
20161017 00:58:17< gfgtdf> celticminstrel: i tried to look at this, but i coudn't even find the place where these objects are deleted.
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20161017 01:01:59< celticminstrel> gfgtdf: Did you look at where they were allocated?
20161017 01:03:45< gfgtdf> celticminstrel: well yes, why do you ask?
20161017 01:03:57< celticminstrel> Is it using smart pointer?
20161017 01:04:05< celticminstrel> ^+s
20161017 01:04:23< gfgtdf> celticminstrel: you made it using instrusive_pre, thats why i asked you to fix it
20161017 01:05:05< irker444> wesnoth: Charles Dang wesnoth:master 52962540ff00 / src/gui/dialogs/multiplayer/faction_select.cpp: Faction Select: sort displayed recruit list alphabetically https://github.com/wesnoth/wesnoth/commit/52962540ff00aba60355fbfc963d6128114aea0a
20161017 01:05:15< Sirp> vultraz: yeah if 'vec' is completely bogus (e.g. freed memory), then vec.size() will read a bogus value (no crash), this bogus value is quite likely 0 (on average lots of memory is zero) meaning it short circuits, no crash
20161017 01:05:38< Sirp> while your other form results in looking up vec[0] meaning de-referencing the bogus pointer which probably points to inaccessible memory.
20161017 01:05:45< vultraz> ah
20161017 01:05:51< celticminstrel> gfgtdf: So the call sites are indeed using intrusive pointers?
20161017 01:05:55< celticminstrel> ^allocation sites
20161017 01:05:59< Sirp> or for that matter the simpler case of vec simply being an empty vector
20161017 01:06:41< celticminstrel> Sirp: If "vec" is completely bogus I'm fairly sure you've already evoked undefined behaviour (by dereferencing a null or invalid pointer).
20161017 01:07:08 * celticminstrel can't remember if dereferencing a deleted pointer is undefined or implementation-defined, but would expect the former.
20161017 01:07:24< celticminstrel> (Deleted or out-of-bounds array element or whatever.)
20161017 01:07:50< celticminstrel> If "vec" were a pointer in the first place, your comment would make more sense...
20161017 01:07:59< gfgtdf> celticminstrel: not sure
20161017 01:08:09< iceiceice> celticminstrel, even if its UB it's a question, what actually happens
20161017 01:08:30< vultraz> (not sure if i needed translations::compare in that last commit..)
20161017 01:08:31< iceiceice> clearly its UB to call a method on something outside its lifetime
20161017 01:08:36< celticminstrel> gfgtdf: Well, I'll take a look, but I can't promise I'll be able to do anything...
20161017 01:09:29< gfgtdf> vultraz: utils.:compare looks liek the right thing to me.
20161017 01:09:49< gfgtdf> vultraz: i actuall think we shodul change all out ui soritng codes to use compare/icompare
20161017 01:09:58< vultraz> utils::compare..?
20161017 01:10:06< celticminstrel> That's translation::compare and translation::icompare
20161017 01:10:13< celticminstrel> (Or was it translations?)
20161017 01:10:23< gfgtdf> vultraz: ah yes i meant translations::compare
20161017 01:10:28< vultraz> ah
20161017 01:10:29< vultraz> ok
20161017 01:10:31< gfgtdf> translation:: *
20161017 01:10:43< vultraz> i used it since i was sorting on the type names instead of ids
20161017 01:11:02< gfgtdf> vultraz: thats sureley the right thing to do
20161017 01:11:10< vultraz> ok good
20161017 01:13:05< gfgtdf> one coudl also use icompare but, i dont think it matter sicne the case of unit typees shodul be consitent
20161017 01:19:42< Sirp> celticminstrel: by 'vec' being bogus I mean if it's e.g. inside freed memory. It's probably still memory owned by your process so you can access it but as soon as you try to access its *members* you are likely to crash
20161017 01:20:23< Sirp> but it simply being a valid but empty vec is much more likely a scenario in vultraz's code
20161017 01:24:26< vultraz> (technically it wasn't my code that the crash was in)
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20161017 01:34:21< travis-ci> wesnoth/wesnoth#11610 (master - 1402c9a : Charles Dang): The build has errored.
20161017 01:34:22< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/168151263
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20161017 01:52:12< irker444> wesnoth: Chris Beck wesnoth:master 202408f28e79 / src/ (5 files in 2 dirs): simplify font::manager object a bit, give better error messages for font initial https://github.com/wesnoth/wesnoth/commit/202408f28e798f3d2a3c7d2014bf66c47512c8fd
20161017 01:52:14< irker444> wesnoth: Chris Beck wesnoth:master 5c86a1bd762d / / (40 files in 22 dirs): Merge branch 'master' of http://github.com/wesnoth/wesnoth https://github.com/wesnoth/wesnoth/commit/5c86a1bd762d0ade1d59e08f6f1172904b5d3491
20161017 01:52:16< irker444> wesnoth: Chris Beck wesnoth:master 545800f9f847 / src/ (5 files in 2 dirs): give better error messages for font initialization failure https://github.com/wesnoth/wesnoth/commit/545800f9f84788b07e8dc8ead1cad121ca5e1c95
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20161017 02:16:46< vultraz> celticminstrel: are you planning on wiring ttext into the text cache
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20161017 02:31:37< travis-ci> wesnoth/wesnoth#11612 (master - 545800f : Chris Beck): The build passed.
20161017 02:31:37< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/168159174
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20161017 02:45:30< JyrkiVesterinen> iceiceice: vultraz made serialization/string_utils.cpp depend on font/constants.cpp here: https://github.com/wesnoth/wesnoth/commit/ebc8ddfb78a777db9077d7ef1a9dfbb78507c909#diff-95f00f4b333a78267995ae2d235a69fb
20161017 02:45:48< JyrkiVesterinen> Indeed, font/constants.cpp didn't need to be in wesnothlib before that.
20161017 02:46:37< pydsigner> What are the chances of a tag like description_alignment being added to [story]?
20161017 02:46:59 * pydsigner goes off to see if he can figure out a patch for that
20161017 02:59:28< irker444> wesnoth: mattsc wesnoth:master b30228940233 / data/ai/micro_ais/cas/ (32 files): Micro AIs: correctly deal with hidden and petrified enemies https://github.com/wesnoth/wesnoth/commit/b302289402331355437de9c680c96ded1662a93a
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20161017 03:32:55< celticminstrel> vultraz: Not planning to, no.
20161017 03:34:18< celticminstrel> mattsc: If you've updated the XCode project, could you commit? Or should I do it?
20161017 03:35:10< celticminstrel> People keep adding new files. 9_9
20161017 03:37:17< mattsc> celticminstrel: yeah, people doing all this work is very annoying. ;)
20161017 03:37:24< celticminstrel> :P
20161017 03:37:53< mattsc> I have not compiled since I last updated the Xcode project and am not planning to do so right now, so please go ahead
20161017 03:37:59< celticminstrel> 'kay
20161017 03:38:05< JyrkiVesterinen> Well, it is indeed annoying, especially if it keeps breaking the build like yesterday...
20161017 03:39:26< mattsc> Oh, btw, I have now seen the “messed up” text on OS X also, but only for colored text, I think.
20161017 03:39:28< vultraz> pydsigner: that exists]
20161017 03:39:29< celticminstrel> Hopefully it at least doesn't break the build, usually.
20161017 03:39:44< celticminstrel> mattsc: Same here.
20161017 03:40:01< mattsc> okay, haven’t really had time to follow the logs closely over the weekend
20161017 03:40:04< celticminstrel> What would description_alignment in [story] do...?
20161017 03:40:39< vultraz> pydsigner: [part] text_layout = top/bottom/middle
20161017 03:40:47< celticminstrel> tad_carlucci: So how does the patched arg.hpp work?
20161017 03:41:15< celticminstrel> Looks like the only new file besides that is another header, so at least XCode would've still built fine.
20161017 03:41:42< tad_carlucci> It is injected into every C++ files as if it were #include before line 1 of the source file.
20161017 03:42:04< celticminstrel> tad_carlucci: So like a PCH, or with -include, or what? (I dunno, those two might be the same thing or something.)
20161017 03:42:06< tad_carlucci> On SCons and CMake builds it will NOT be detected as a dependency.
20161017 03:42:20< tad_carlucci> Visual Studio, however, will detect it.
20161017 03:42:41< tad_carlucci> Ah. Yes, a -include
20161017 03:43:06< celticminstrel> Should it be in wesnothd as well?
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20161017 03:43:44< tad_carlucci> Probably. But it really only matters for a few files in the game client.
20161017 03:43:49 * celticminstrel kinda doesn't like this -include business, but whatever.
20161017 03:43:59< celticminstrel> I guess I'll add it to the client only, for now.
20161017 03:45:13< tad_carlucci> Think of a -include as a way to #define a bazillion options instead of having a huge command line. That's where it came from. But it's a normal source file fragment like any #include so it can do more.
20161017 03:46:12< tad_carlucci> Personally, I sort of agree, though. -include is a bit of a code smell. And we're using it for smelly things.
20161017 03:47:22< tad_carlucci> The alternative would be to edit the files which need it to add a #include. Which works for our C++ but violated a goal I had for the Lua upgrade.
20161017 03:48:41< tad_carlucci> Note, also, that if you get a clean compile, it really does not matter if you include the boost-patch. It's simply templates to type-check and should not generate any code.
20161017 03:49:16< celticminstrel> If I recall correctly, mattsc and ancestral had to edit their Boost headers in order to build.
20161017 03:49:28< celticminstrel> So I think it's a good idea to wire it into the XCode project.
20161017 03:59:02< tad_carlucci> You do remember correctly, and the point is to avoid anyone else having to do that.
20161017 04:02:09< pydsigner> vultraz: Not top/middle/bottom, center/right/left
20161017 04:02:45< vultraz> na
20161017 04:02:47< vultraz> h
20161017 04:35:49< pydsigner> You know, like description_alignment
20161017 04:47:44< celticminstrel> That doesn't tell me anything.
20161017 04:48:19< irker444> wesnoth: Celtic Minstrel wesnoth:master d006d73c6e74 / projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: Update XCode project https://github.com/wesnoth/wesnoth/commit/d006d73c6e74819be5069f6e7a10514d50f4e76f
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20161017 05:20:12< pydsigner> Hmmm let's see if this compiles
20161017 05:21:26< pydsigner> Might help if I closed my case
20161017 05:21:30< pydsigner> * switch-case
20161017 05:35:23< pydsigner> Aw yeah!
20161017 05:35:29< pydsigner> Aw *yeah*
20161017 05:36:37< pydsigner> Expect a PR for this soon
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20161017 06:20:29< vultraz> pydsigner: ohhh
20161017 06:20:44< vultraz> pydsigner: tested this, you did?
20161017 06:20:52< pydsigner> Yes
20161017 06:21:11< irker444> wesnoth: Daniel Foerster wesnoth:master c1b34ca22d2c / src/storyscreen/ (part.cpp part.hpp render.cpp): Add ability to horizontally align story text https://github.com/wesnoth/wesnoth/commit/c1b34ca22d2c72d03ddfb32698e6ffc0f09c0d63
20161017 06:21:13< irker444> wesnoth: Charles Dang wesnoth:master 3e42f2a10efc / src/storyscreen/ (part.cpp part.hpp render.cpp): Merge pull request #830 from pydsigner/story_text_alignment https://github.com/wesnoth/wesnoth/commit/3e42f2a10efc68042e7330959b371ba6d89a3e87
20161017 06:21:35< pydsigner> Shouldn't I have updated the changelog before you merged that?
20161017 06:21:45< vultraz> there's some slight code duplication but that will be solved once i move all that to gui2
20161017 06:22:28< vultraz> pydsigner: ill update it
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20161017 06:25:28< Nobun> Hi. I tried to build wesnoth git snapshot, but I see that now it requires sdl 2.0.4, so I edited the Sconstruct for my own build to be allowed to use my sdl 2.0.2
20161017 06:26:33< vultraz> Nobun: you will most likely experience rendering errors.
20161017 06:28:50< irker444> wesnoth: Charles Dang wesnoth:master 7bb37d9b920e / changelog: Updated changelog https://github.com/wesnoth/wesnoth/commit/7bb37d9b920e32ffd0e5e80b618efdb5bc01da7c
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20161017 06:30:32< Nobun_1> but my question is... why you decided to force 2.0.4 to be the minimum version that is mandatory to have? Usually the last number of a library release mark that it fixed some feature, but not anything that should deny the application to build
20161017 06:31:04< pydsigner> Well fixing rendering is something you might do in a point release
20161017 06:31:10< Nobun_1> (in ubuntu 14.04 LTS sdl 2.0.4 is not available and you should build yourself... wich is something I would avoid if possible)
20161017 06:31:57< Nobun_1> hmm.. understood, pydsigner. Thank for reply...
20161017 06:33:58< Nobun_1> I will guess how to build and install sdl 2.0.4 without causing issues in my system...
20161017 06:34:13< Nobun_1> see you later
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20161017 06:58:51< vultraz> zookeeper: can https://github.com/wesnoth/wesnoth/pull/824 be merged?
20161017 07:00:10< zookeeper> after verifying that it works as intended, sure
20161017 07:00:29< vultraz> I thought that was your job :P
20161017 07:01:20< vultraz> also you're in charge of animations so you're supposed to say if those are acceptable terrain additions
20161017 07:01:53< zookeeper> in that case no, it can't be merged yet because i haven't yet verified that it works as intended
20161017 07:02:34< vultraz> Also, random, but we need new Lava graphics.
20161017 07:03:23< zookeeper> agreed
20161017 07:04:38< vultraz> I wonder if we should just commission Doofus to revamp a whole bunch of terrains.
20161017 07:07:05< zookeeper> if he's willing, i don't see why not.
20161017 07:07:47< vultraz> I shall have to bring it up with the board.
20161017 07:08:05< zookeeper> assuming we figure out what exactly "a whole bunch" would actually entail :p
20161017 07:08:27< vultraz> Right now I think we need new lava and animated twinkling starfields.
20161017 07:08:41< vultraz> LB has a new grass design but idk if we Have The Technology.
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20161017 07:09:22< vultraz> so maybe grass will have to stay as-is.
20161017 07:09:48< vultraz> I can't really think off the top of my head what else is needed.
20161017 07:11:51< zookeeper> well, i doubt doofus is equipped to do new lava
20161017 07:12:00< vultraz> why not?
20161017 07:12:17< vultraz> I can't imagine it'd be much harder than the new water
20161017 07:12:33< zookeeper> uh, yeah exactly :p
20161017 07:12:51< vultraz> I hope you're not volunteering to do new lava :P
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20161017 07:13:44< zookeeper> "not much harder than the new water" == "really pretty hard", except that actually it'd probably be harder because it actually needs proper texture as opposed to the water which is really reflections and shading only
20161017 07:14:12< vultraz> LB could probably do it, in that case..
20161017 07:14:18< vultraz> but we'd have to commission him.
20161017 07:14:51< zookeeper> i haven't seen him ever doing something like that
20161017 07:15:11< zookeeper> doesn't mean he couldn't, but clearly not his usual kind of work
20161017 07:17:02< zookeeper> and no i'm not volunteering to do new lava from scratch, but if someone did happen to find a good tileable lava animation that's kind of what we need, then i might be able to scale and squash that into the format we'd need
20161017 07:17:45< pydsigner> If you want to commission the terrain, doesn't it make sense to find someone who has more focus in the aspect than LB?
20161017 07:18:21< zookeeper> (and by tileable i mean tileable _and_ a looping animation)
20161017 07:18:39< vultraz> who has more focus?
20161017 07:19:01< pydsigner> I mean, who specializes in that sort of thing
20161017 07:19:12< pydsigner> Versus LB who is a painter
20161017 07:20:35< zookeeper> right now, there's only doofus
20161017 07:21:22< pydsigner> Right
20161017 07:22:02< pydsigner> But he's not commissioned, is he?
20161017 07:22:17< irker444> wesnoth: Charles Dang wesnoth:master 8a9d546e2731 / data/core/images/terrain/swamp/ (26 files): Slight contrast bump to swamp water https://github.com/wesnoth/wesnoth/commit/8a9d546e2731325b2d78eaec562334dbfa89debf
20161017 07:22:27< vultraz> No, we're just asking him to do stuff
20161017 07:22:37< vultraz> And it's rather unfair to ask him to undertake the lava
20161017 07:22:40< pydsigner> That's what I thought.
20161017 07:23:12< pydsigner> I'm just suggesting, if it's over his head and you're discussing commissioning anyways, finding another external artist
20161017 07:23:29< vultraz> possible, possible
20161017 07:23:55< pydsigner> I haven't seen any terrain done by LB and maybe he'd knock it out of the ballpark
20161017 07:24:01< pydsigner> But that's just my thought process
20161017 07:24:31< vultraz> Essentially the lava would be a looping tileable texture
20161017 07:24:57< vultraz> Finding a texture would be no problem...
20161017 07:25:01< vultraz> making it tile and loop another
20161017 07:25:59< vultraz> I'll keep it in mind for 1.14, see what our options are.
20161017 07:26:22< vultraz> Doofus could certainly do the twinkling starfields, though.
20161017 07:26:41< vultraz> hell, I could probably do that.
20161017 07:27:20< zookeeper> all that's needed for lava is a tileable+looping 324x144 animation
20161017 07:27:36< zookeeper> (to make it work exactly like water, that is)
20161017 07:28:14< zookeeper> although there's plenty of other sizes that could be used too
20161017 07:29:20< zookeeper> so as long as you find a tileable+looping animation that would otherwise work and can survive a bit of squashing, it might very well work for us
20161017 07:30:31< zookeeper> so, really, it could just as well be square or whatever
20161017 07:34:38< zookeeper> the reason water has the aspect ratio it has is purely because of how i made it, there's no particular need for other similar terrains to obey the exact same format.
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20161017 09:45:30< vultraz> well this is odd.
20161017 09:45:43< vultraz> did some refactoring, and now default_bold always displays with an underline
20161017 09:48:07< vultraz> seems to be fixed if I use == instead of &
20161017 09:48:33< vultraz> I wouldn't think & would work differently on an enum member than unsigned constants... would it?
20161017 09:49:37< vultraz> will just use == for now...
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20161017 09:54:29< irker444> wesnoth: Charles Dang wesnoth:master 188231cd030e / src/ (8 files in 4 dirs): Refactored SDL_TTF constants out of ttext https://github.com/wesnoth/wesnoth/commit/188231cd030e8db464866668d2f6c1d42c5a36fc
20161017 09:58:06< JyrkiVesterinen> vultraz: & would work if you explicitly set the enum members to values which don't have overlapping bits.
20161017 09:58:09< JyrkiVesterinen> Like this: https://gist.github.com/jyrkive/b379f2b3558a874d69cc73d852d210e9
20161017 09:58:34< JyrkiVesterinen> As it is, you have prevented ttext from being e.g. bold and italic at the same time.
20161017 10:12:54< vultraz> oh, huh
20161017 10:12:58< vultraz> so that's how you do it
20161017 10:13:48< vultraz> why does the last need to be 4 not 3?
20161017 10:14:50< JyrkiVesterinen> Because 3 has same bits set as 1 and 2.
20161017 10:15:16< JyrkiVesterinen> 3 == 0b00000011. 2 == 0b00000010. 1 == 0b00000001.
20161017 10:16:04< JyrkiVesterinen> If someone were to set text style to underline, and you tested if the text is bold with the & operator, the result would be that it is bold.
20161017 10:16:36< JyrkiVesterinen> if (style & ttext::STYLE_ITALIC) would become
20161017 10:16:49< JyrkiVesterinen> if (0b00000011 & 0b00000010)
20161017 10:16:56< vultraz> is there some pattern to bit-unique integers?
20161017 10:17:03< JyrkiVesterinen> which returns 0b00000010. Not 0.
20161017 10:17:24< JyrkiVesterinen> Yes. Bit-queue integers are powers of two. Each is twice as large as the previous one.
20161017 10:17:39< vultraz> ahhh
20161017 10:17:57< JyrkiVesterinen> 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768, 65536, 131072, 262144...
20161017 10:18:21< JyrkiVesterinen> A skilled programmer remembers a lot of powers of two offhand. The above ones are the ones I remember.
20161017 10:20:42< vultraz> good training: play 2048 on your phone :P
20161017 10:23:15< vultraz> anyway, thanks
20161017 10:23:23< JyrkiVesterinen> Yw
20161017 10:34:20< irker444> wesnoth: Charles Dang wesnoth:master ac1753147648 / src/font/ (pango/font.hpp text.cpp text.hpp): Restore bitwise checks for font style (fixup 188231cd030e) https://github.com/wesnoth/wesnoth/commit/ac17531476480f56e4184cd6fa01753b9c0f8ca1
20161017 10:55:33< zookeeper> ah, maybe tileable and looping lava isn't insurmountably difficult after all... https://dl.dropboxusercontent.com/u/63964618/wesnoth/lavatest.gif
20161017 10:57:45< zookeeper> unanimated noise texture on a torus deformed by overlapping noise modifiers to create a loop, projected to a square texture
20161017 10:57:45< vultraz> zookeeper: hmm
20161017 10:57:59< vultraz> zookeeper: should definitely be slower
20161017 10:58:05< zookeeper> well, duh
20161017 10:58:20< vultraz> also it seems rather too squashed vertically
20161017 10:58:26< vultraz> but definitely a good start
20161017 10:59:27< zookeeper> this is more or less the equivalent to my first version of the new water which looked as wonderful as this: https://dl.dropboxusercontent.com/u/63964618/wesnoth/water/newocean1.png :p
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20161017 11:01:01< vultraz> heh
20161017 11:01:09< zookeeper> although i'm not entirely sure if this method would ultimately work out due to the inevitable distortions from the projection
20161017 11:01:11< vultraz> well, I guess I'll leave the new lava to you, then.
20161017 11:01:44< vultraz> perhaps when you color it makes it a slightly darker orange than it is now
20161017 11:01:48< vultraz> it's rather glaring
20161017 11:01:51< zookeeper> well i'm not going to finish this anytime soon
20161017 11:01:57< zookeeper> definitely not for 1.14
20161017 11:01:59< vultraz> obviously
20161017 11:02:20< vultraz> ah...
20161017 11:02:22< vultraz> that long, eh
20161017 11:02:25< zookeeper> and if someone found the kind of ready solution as i described earlier, i'd still just use it instead
20161017 11:03:01< vultraz> alright
20161017 11:04:07< zookeeper> this was just a little fun test i wanted to do
20161017 11:23:34< zookeeper> well, it is a wonder what a little filtering can do: https://dl.dropboxusercontent.com/u/63964618/wesnoth/lavatest2.gif looks rather retro, somehow.
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20161017 11:52:42< vultraz> zookeeper: 90s much?
20161017 11:54:26< vultraz> that really, really looks almost exactly like a 90's texture
20161017 11:59:10< wedge009> JyrkiVesterinen: Did you get a VC compilation error on font/text.cpp:507? (Element 3 requires a narrowing conversion)
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20161017 12:00:12< irker444> wesnoth: Charles Dang wesnoth:master e4640ddc1755 / src/font/ (pango/font.hpp pango/iter.hpp text.cpp text_surface.cpp): Some constructor formatting https://github.com/wesnoth/wesnoth/commit/e4640ddc175562125d4be64ed7b7d26a2605d886
20161017 12:01:40< irker444> wesnoth: Wedge009 wesnoth:master 7b42ba2bea3e / projectfiles/VC12/wesnoth.vcxproj: Add some missing Release build locations. https://github.com/wesnoth/wesnoth/commit/7b42ba2bea3ec1b30a6b65bedb5eb8fa5b97210d
20161017 12:02:16< zookeeper> vultraz, good point. maybe that's why i like it.
20161017 12:02:22< vultraz> zookeeper: :|
20161017 12:02:53< zookeeper> what? 90's graphics are the best.
20161017 12:03:19< vultraz> noooo
20161017 12:03:36< vultraz> we need to be moving towards HD graphics not 90s graphics!
20161017 12:04:11< zookeeper> right, that's why we have pixel art
20161017 12:04:45< vultraz> yes, but it's high-quality pixel art
20161017 12:04:46< vultraz> HD retro
20161017 12:04:53< vultraz> (well. *some* of it :P)
20161017 12:04:59< vultraz> Some of it is shitty retro.
20161017 12:05:53< zookeeper> well maybe i'll just crank this all the way back to the 80's
20161017 12:06:29< vultraz> ;_;
20161017 12:06:39< zookeeper> ^___^
20161017 12:06:50< vultraz> let's go back to 8-bit 3-color pixel art why we're at it
20161017 12:07:12< vultraz> or, no, not even 3 color. black and white.
20161017 12:07:12< zookeeper> yes!
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20161017 12:24:37< irker444> wesnoth: gfgtdf wesnoth:master ac9729f6127f / src/pathfind/pathfind.cpp: fix assertion failure when shroud/FoW update undelayed https://github.com/wesnoth/wesnoth/commit/ac9729f6127fc5c3548553b2cafdf389db1081e9
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20161017 12:29:42< irker444> wesnoth: Charles Dang wesnoth:master ed6758d933af / fonts/ (Lato-Light.ttf Lato-LightItalic.ttf): Added Lato light variations https://github.com/wesnoth/wesnoth/commit/ed6758d933af3a113603a875ca3e0f4bc7ff4286
20161017 12:29:46< irker444> wesnoth: Charles Dang wesnoth:master fb6c85e70b0c / src/ (font/pango/font.hpp font/text.hpp gui/widgets/helper.cpp): Added interface for using a light font variation (still not functional) https://github.com/wesnoth/wesnoth/commit/fb6c85e70b0c012e4ae10edd29354f41725ca6b9
20161017 12:30:02< vultraz> Still need to figure out why that's not working.
20161017 12:30:11< vultraz> the weight is set correctly, but the on-screen font is still the same as Normal.
20161017 12:34:30< vultraz> only think i could think of is somehow the font file isn't loaded
20161017 12:34:33< vultraz> correctly..
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20161017 12:48:15< vultraz> i can't see anything special id have to add, though
20161017 12:48:40< vultraz> perhaps iceiceice would know
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20161017 13:29:40< pydsigner> zookeeper: I think that could work except it looks blurry
20161017 13:29:55< pydsigner> Also I can see the tile edges
20161017 13:30:06< pydsigner> It's not seamless for whatever reason
20161017 13:30:26< zookeeper> that's just because i was sloppy
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20161017 13:33:43< travis-ci> wesnoth/wesnoth#11623 (master - ac9729f : gfgtdf): The build has errored.
20161017 13:33:43< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/168293814
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20161017 13:59:41< irker444> wesnoth: Charles Dang wesnoth:master 1964d710234b / data/gui/schema.cfg: Updated GUI2 schema for fb6c85e70b0c https://github.com/wesnoth/wesnoth/commit/1964d710234bfb8a0211c2be80027b735a3b559c
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20161017 14:26:00< irker444> wesnoth: Jyrki Vesterinen wesnoth:master 7edad9669a81 / projectfiles/VC12/ (wesnoth.vcxproj wesnoth.vcxproj.filters): Update Visual Studio project https://github.com/wesnoth/wesnoth/commit/7edad9669a81baf8dff62e07faf1d41c3d18bba4
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20161017 14:27:03< JyrkiVesterinen> 20161017 11:59:10< wedge009> JyrkiVesterinen: Did you get a VC compilation error on font/text.cpp:507? (Element 3 requires a narrowing conversion)
20161017 14:27:11< JyrkiVesterinen> Yes, I get that error as well.
20161017 14:27:16< JyrkiVesterinen> No time to fix it right now.
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20161017 15:16:38< irker444> wesnoth: Charles Dang wesnoth:master 497dcac47a22 / src/gui/ (5 files in 3 dirs): Chatbox: allow new rooms to specify if they can be closed or not https://github.com/wesnoth/wesnoth/commit/497dcac47a22e99a0fc2f21312ee9c9da53ddd7b
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20161017 15:27:07< irker444> wesnoth: Charles Dang wesnoth:master 42b684b1241f / src/gui/widgets/chatbox.cpp: Chatbox: slight room joined/whisper started message formatting https://github.com/wesnoth/wesnoth/commit/42b684b1241f6f69c355a3b4c4a14cd79f74afa9
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20161017 16:12:51< vultraz> tad_carlucci: is the lua pr done?
20161017 16:13:36< tad_carlucci> vultraz, Making a final change to the Markdown, now. Need to ensure the PR deletes the README file. Give me about 30 minutes to push and I'm done.
20161017 16:14:22< tad_carlucci> All the ppl who just updated XCode and Codeblocks are gonna have to do it all again :P
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20161017 16:19:47< gfgtdf> wedge009: i wonde why in th eprojectfile we have 6 times the ' ...' stuff for each file if we coudl just have it once by just ommitting the condition.
20161017 16:22:24< tad_carlucci> PR 822, last commit "Wrote markdown instructions" ... could someone switch to "View" mode to see it formatted and proof-read it. If it's good to go, the PR is ready-to-merge.
20161017 16:25:31< vultraz> formatting looks fine
20161017 16:26:58< vultraz> I see you describe everything in great detail
20161017 16:27:15< tad_carlucci> Forgot the *.hpp files.
20161017 16:27:25< vultraz> what i would have personally done is just copy/paste files and override, but your method is actually better
20161017 16:27:26< tad_carlucci> One sec for a quick update
20161017 16:27:32< vultraz> since it ensure no deleted files are left behind
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20161017 16:29:17< tad_carlucci> OK. *.hpp files are now in there. Whew. That would have been a major oopsie.
20161017 16:30:27< JyrkiVesterinen> gfgtdf: That's what MSVC generates automatically.
20161017 16:31:02< tad_carlucci> vultraz, It was some work getting it clean like this but I think it will make it easier downstream. We can cleanly update if lua.org publishes and patches, now.
20161017 16:31:06< JyrkiVesterinen> Repeating the output file path wouldn't be necessary in the file format though. VS would be able to parse the file without repeating.
20161017 16:31:52< tad_carlucci> grr. typos
20161017 16:35:23< tad_carlucci> vultraz, OK. If you don't see any more typos, I'm done.
20161017 16:35:35< vultraz> i haven't proofread in detail
20161017 16:36:58< tad_carlucci> I think I got 'em all. At this point I'm seeing what I expect instead of what is, though.
20161017 16:38:33< tad_carlucci> vultraz, I recommend giving it an hour or so for Travis to greenlight it and give others a chance to proof-read. When it greenlights, I'd say merge it.
20161017 16:39:13< tad_carlucci> And my the gods smile upon us once you do.
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20161017 16:45:03< mattsc> celticminstrel: I was trying to check out your ai.aspects.attacks commit, but I am getting compile errors: http://pastebin.com/w25UhPLU
20161017 16:45:37< irker444> wesnoth: Jyrki Vesterinen wesnoth:master bb157f9fa3fa / src/font/pango/font.hpp: Fix build with Visual Studio https://github.com/wesnoth/wesnoth/commit/bb157f9fa3fad7aa325927ba3256d48670ec1d3a
20161017 16:45:46< JyrkiVesterinen> wedge009: ^
20161017 16:48:42< celticminstrel> Maybe those errors are the key to why it didn't work for me...
20161017 16:50:03< mattsc> maybe
20161017 16:54:23< tad_carlucci> celticminstrel, Checking my branch, Lua old README is gone. Markdown updated. Could use another set of eyes on the final markdown document.
20161017 16:54:39< vultraz> im going to get some sleep
20161017 16:54:56< vultraz> if celticminstrel thinks the lua pr can go in he can hit the button
20161017 16:55:21< tad_carlucci> Sleep well.
20161017 16:57:32< zookeeper> now it's more like pudding... https://dl.dropboxusercontent.com/u/63964618/wesnoth/lavatest3.gif
20161017 16:57:37< zookeeper> (and quite 90's still)
20161017 17:05:40< celticminstrel> Is it good or bad for it to be like pudding?
20161017 17:05:57< celticminstrel> I feel like it could use a tad more yellow, but it loogs pretty good to me.
20161017 17:06:02< tad_carlucci> zookeeper, Pulled up some stills of lava. Looks good. Might be a little on the brown side but that could be the small size.
20161017 17:07:14< celticminstrel> ^looks
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20161017 17:53:13< zookeeper> celticminstrel, tad_carlucci, well the problem is the motion, not the texture. it's like a wiggling pudding in slow-mo. i guess i need to try some different kinds of effects than the voronoi'ish thing i used.
20161017 17:55:10< tad_carlucci> zookeeper, The motion seems a bit fast. You might want to slow it down some, too. But I tell myself it's from a distance so it looks OK, in general. But when I side-by-side compare it, the image color seems a bit on the brown side.
20161017 17:55:12< zookeeper> although a lot of the back-and-forth wiggle motion comes from the fact that i need to manually loop the output.
20161017 17:55:57< tad_carlucci> zookeeper, Maybe increasing the dwell time for each frame would help?
20161017 17:57:17< irker444> wesnoth: Celtic Minstrel wesnoth:master ce4fd8a14d53 / src/ai/ (composite/aspect.hpp lua/core.cpp): Lua: Make ai.aspects.attacks return only the units rather than the attack analys https://github.com/wesnoth/wesnoth/commit/ce4fd8a14d530dcf49df95eb77fa19bf1a0fb8c3
20161017 17:57:31< celticminstrel> mattsc: ^ Fixed it, now it works as I was expecting.
20161017 17:57:46< celticminstrel> Thus, in master now instead of a branch..
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20161017 18:02:14< mattsc> celticminstrel: nice; I’ll check it out in a little while
20161017 18:03:35< celticminstrel> Admittedly I only tested in the trivial case where each side has only one unit and there are no special attacks aspects set, but...
20161017 18:03:56< celticminstrel> At least that case works now, unlike before.
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20161017 18:15:25< tad_carlucci> celticminstrel, Travis/CI passed PR 822. If you have no more for it, vultraz said you can merge it when you're ready.
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20161017 18:25:28< irker444> wesnoth: Celtic Minstrel wesnoth:master e81131fcc535 / / (7 files in 3 dirs): Add deprecation messages for old AI aspect fetchers https://github.com/wesnoth/wesnoth/commit/e81131fcc53508a9f6176e20cec92fbe24d34c04
20161017 18:26:34< celticminstrel> Oh, whoops. Forgot to click build first. :/ It shouldn't be a problem for this one, but... principles...
20161017 18:28:29< celticminstrel> Build successful, good.
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20161017 18:28:52< celticminstrel> I'll merge Lua upgrade soon™.
20161017 18:29:08< DeFender1031> Aginor, i've been told to bug you about a rendering bug, so here: https://gna.org/bugs/index.php?24487
20161017 18:29:46< DeFender1031> or rather, been told that you would be the one to bug about it.
20161017 18:31:06< celticminstrel> I forget, did Aginor say he's only highlighted with his name followed by a colon...?
20161017 18:31:18< celticminstrel> Or did he say he's only highlighted when the line starts with his name?
20161017 18:31:25< celticminstrel> (Or even both)
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20161017 18:47:58< travis-ci> wesnoth/wesnoth#11633 (master - bb157f9 : Jyrki Vesterinen): The build was broken.
20161017 18:47:59< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/168366150
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20161017 18:49:29< JyrkiVesterinen> Hmm, the above "broken build" looks like a random test failure.
20161017 18:49:41< JyrkiVesterinen> timeout 15 ./wesnoth -u check_victory_basic_ai --validcache --log-strict=warning --noaddons
20161017 18:49:41< JyrkiVesterinen> check_victory_basic_ai :
20161017 18:49:41< JyrkiVesterinen> Observed result : 124 - FAIL (TIMEOUT, by TERM signal)
20161017 18:49:41< JyrkiVesterinen> Expected result : 0 - PASS
20161017 18:50:11< JyrkiVesterinen> Let's just wait until the next build. It may well be that the test passes in it.
20161017 18:50:30< JyrkiVesterinen> (Not to mention that all builds passed except the non-strict GCC one.)
20161017 18:55:00< tad_carlucci> JyrkiVesterinen, I've been seeing that recently. The point of failure, iirc, seems to move a bit. We might want to increase the timeout a bit?
20161017 18:56:31< JyrkiVesterinen> There have also been cases where Wesnoth doesn't give any console output for ten minutes (during WML tests), which also counts as an error in Travis.
20161017 18:56:55< tad_carlucci> ouch
20161017 18:57:07< JyrkiVesterinen> So, in these situations Wesnoth apparently just gets stuck, and the timeout script doesn't usually work either.
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20161017 19:17:03< travis-ci> wesnoth/wesnoth#11634 (master - ce4fd8a : Celtic Minstrel): The build has errored.
20161017 19:17:04< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/168384249
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20161017 19:20:08< tad_carlucci> Hmm. Looks like the issue is Travis, itself.
20161017 19:32:52< mattsc> celticminstrel: Oh, I see. The new attacks aspect actually returns the unit proxies themselves, rather than their locations.
20161017 19:33:20< mattsc> Interesting. I have no current opinion on the pros and cons of that, I was just imagining locations, because that’s what the old aspect did.
20161017 19:58:42< mattsc> celticminstrel: I’ve done a few tests and so far it all works as I’d expect except for one thing: the ‘enemy’ table seems to filter for “not current side” rather than “enemy of current side".
20161017 19:58:55< mattsc> As in, it returns allied units of a different side also.
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20161017 20:09:22< astrelyon> 9
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20161017 20:13:36< celticminstrel> mattsc: Huh... that's interesting, because it's using the aspect's own "is valid enemy" function.
20161017 20:14:13< mattsc> Yeah, I saw that.
20161017 20:18:04< celticminstrel> Looks like it's easy to fix in C++.
20161017 20:18:13< celticminstrel> Should I bother though?
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20161017 20:18:26< celticminstrel> No, that's probably the wrong question...
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20161017 20:18:46< celticminstrel> Should I fix it in the aspect directly or just in the Lua API implementation?
20161017 20:24:57< mattsc> Good question. I’d say in the aspect itself; except if that cascades into problems with something else (which I don’t know anything about)
20161017 20:25:28< celticminstrel> Well, the only possible problem I can think of is if the extra checks marginally slow down AI calculations.
20161017 20:26:29< mattsc> I’m just wondering if the attacks aspect is (mis) used for something else somewhere for which it relies on allied units being there too.
20161017 20:26:52< mattsc> Most likely the answer is no, but I don’t know that for sure.
20161017 20:27:50< irker444> wesnoth: Celtic Minstrel wesnoth:master 4f8d99f96b25 / src/ai/default/aspect_attacks.cpp: AI Attacks Aspect: Better exclusion of invalid units https://github.com/wesnoth/wesnoth/commit/4f8d99f96b250b36c2283524cc8ba1450675764d
20161017 20:28:00< celticminstrel> Well, if necessary, it can be reverted.
20161017 20:28:27< mattsc> okay; thanks
20161017 20:28:46< celticminstrel> The new ai.aspects.attacks should make it possible to simplify the Fast AI's handling of the attacks aspect, right?
20161017 20:29:08< mattsc> Yes.
20161017 20:29:16< mattsc> That’s on my list to do. Unless you want to.
20161017 20:29:26< celticminstrel> I had no plans to do it.
20161017 20:29:44< mattsc> Okay. I’ll do it then sometime in the next couple days.
20161017 20:42:42< mattsc> celticminstrel: not that this really needed testing, but I can confirm that your last commit fixes the attacks aspect enemy table
20161017 20:44:39< mattsc> celticminstrel: the wiki probably needs to be updated too
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20161017 20:59:11< iceiceice> vultraz, you can't get the "light" property to work i think unless you actually change some ttext internals
20161017 20:59:24< iceiceice> if you take a look here:
20161017 20:59:24< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/font/text.cpp#L507
20161017 20:59:34< iceiceice> pfont is the thing that gets teh pango font
20161017 20:59:52< iceiceice> and the enum is interpretted here:
20161017 20:59:53< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/font/pango/font.hpp#L32
20161017 20:59:57-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 260 seconds]
20161017 21:00:04< iceiceice> oh i guess you did add some stuff for light there maybe
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20161017 21:01:14< iceiceice> vultraz: how are you testing that it isn't working?
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20161017 21:13:05< tad_carlucci> iceiceice, he left some hours ago to get some sleep
20161017 21:13:29< iceiceice> yah i see now, probly he'll see my messages eventually
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20161017 21:20:47< iceiceice> shadowm, zookeeper, i have some time this week and i kind of want to try making a sprite,
20161017 21:20:57< iceiceice> i'm thinking about attempting to make a better walking corpse variation for gryphons
20161017 21:21:14< iceiceice> is there any advice about what kind of program to use for that?
20161017 21:21:21< iceiceice> should i just use the gimp or is there something better?
20161017 21:22:00< zookeeper> if you're familiar with gimp then that's fine
20161017 21:22:15< zookeeper> you don't really need very specialized tools for that
20161017 21:22:31< matthiakrgr> :(
20161017 21:22:46< matthiakrgr> someone ported the transparency bug to the MP slot selection
20161017 21:22:47< iceiceice> ok thx
20161017 21:23:13< zookeeper> pencil, eraser, eye dropper, layers, copy-paste... that's about it really? :p
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20161017 21:59:15< irker444> wesnoth: Nils Kneuper wesnoth:1.12 61e562fd28a3 / changelog players_changelog po/wesnoth-ei/fi.po po/wesnoth-units/fi.po: updated Finnish translation https://github.com/wesnoth/wesnoth/commit/61e562fd28a36e0c0a418b2e250addfe6c85eefa
20161017 21:59:41< irker444> wesnoth: Nils Kneuper wesnoth:master 48325a2b46fb / / (6 files in 5 dirs): updated Finnish and Russian translation https://github.com/wesnoth/wesnoth/commit/48325a2b46fba776db47901413a594c018787dd7
20161017 21:59:43< irker444> wesnoth: Nils Kneuper wesnoth:master 39893c21d815 / players_changelog: fixed players_changelog formatting to "old style" https://github.com/wesnoth/wesnoth/commit/39893c21d8152fd9aed682a4dc67c0c8d1a1fbb9
20161017 22:04:05< mattsc> celticminstrel: does ai.aspects.attacks get calculated every time I call it?
20161017 22:04:43< mattsc> as in, is it efficient enough to do local own, enemy = ai.aspects.attacks.own, ai.aspects.attacks.enemy ?
20161017 22:04:58< mattsc> Or should I assign to a container variable once and then extract?
20161017 22:09:04< zookeeper> oh man, this finnish translation...
20161017 22:09:07< gfgtdf> mattsc: hmm note that wml can change team during a turn, so i wonder whether assigning to container woudl be save.
20161017 22:09:20< zookeeper> too bad jyrkivesterinen is offline, i could share a few funny bits
20161017 22:10:28< mattsc> gfgtdf: the attacks aspect is updated after each gamestate change, so that should not be a problem, I think. Also, I am only talking about doing so during an individual move evaluation, not for the entire turn.
20161017 22:10:42< gfgtdf> mattsc: ok
20161017 22:18:26< gfgtdf> iceiceice: this bug https://gna.org/bugs/?25192 seems likeley to be caused by your ttext refactor, in particular https://github.com/wesnoth/wesnoth/commit/42898b79f973ee6cad4aa9beaf9840e0385ed166
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20161017 22:19:06< celticminstrel> mattsc: It's not cached or anything, so "local own, enemy = ai.aspects.attacks.own, ai.aspects.attacks.enemy" could be a little inefficient. I could do something about that if you want?
20161017 22:19:43< celticminstrel> Instead of calculating it right away I could return a table whose enemy/own keys cause the calculation to occur. Though I think it'd still be a little less efficient...
20161017 22:19:54< celticminstrel> So maybe it's best just to leave it as it is.
20161017 22:19:58< mattsc> celticminstrel: nah, that’s fine.
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20161017 22:20:10< iceiceice> gfgtdf: hmm why you say so?
20161017 22:20:31< mattsc> I’ll just do ‘local aa = ai.aspects.attacks’ and access from there. Or is that the same?
20161017 22:20:51< celticminstrel> mattsc: Guessing you have no comments on e81131f.
20161017 22:21:17< celticminstrel> The table returned from "ai.aspects.attacks" is a regular table, so at that point everything has been calculated and any further aspect is just Lua table lookups.
20161017 22:21:23< mattsc> But even if, this only gets done once at the beginning (in case of the high-xp CA), so no problem.
20161017 22:21:30< mattsc> Okay, cool
20161017 22:21:37< gfgtdf> iceiceice: becasue it complaining about invalid access to std::vector, and there was no vector before your commit
20161017 22:22:05< mattsc> celticminstrel: I looked at e81131f and have no comments. Looks good to me.
20161017 22:23:21< gfgtdf> iceiceice: in that file
20161017 22:23:28< iceiceice> yah i see the log now
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20161017 22:25:06< iceiceice> gfgtdf: hmmm do you know what new does if we do `new unsigned char[0]` ?
20161017 22:25:15< iceiceice> i guess i thought that was illegal
20161017 22:25:21< iceiceice> maybe it just returns nullptr though
20161017 22:26:01< iceiceice> maybe i created a bug when in case the text is empty
20161017 22:26:05< iceiceice> will investigate
20161017 22:28:26< iceiceice> gfgtdf: thanks for report
20161017 22:30:26< gfgtdf> iceiceice: thx for investigating
20161017 22:33:21< irker444> wesnoth: Chris Beck wesnoth:master d08991db346b / src/font/text.cpp: fixup ctor when pango version is very old https://github.com/wesnoth/wesnoth/commit/d08991db346bc730c2e3c770ba2cd2195d4b4bc5
20161017 22:36:55< irker444> wesnoth: Chris Beck wesnoth:master 37bef71f7c80 / src/font/text.cpp: add code comment about width calculation https://github.com/wesnoth/wesnoth/commit/37bef71f7c80523b2af754de8d46267885b2b1bf
20161017 22:37:53< iceiceice> hmmmm
20161017 22:38:06< iceiceice> i wonder if that width calculation is the cause of all the hacks that take place later in the `recalculate` function...
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20161017 22:57:43< irker444> wesnoth: Chris Beck wesnoth:master 30b8a2c0369c / src/font/text.cpp: attempt to fix #25192 https://github.com/wesnoth/wesnoth/commit/30b8a2c0369c4f0ffb1fc19a198c319dd3002053
20161017 22:57:47< iceiceice> gfgtdf: ^
20161017 22:58:13< iceiceice> matthiakrgr, what do i have to do to reproduce the report?
20161017 22:58:24< iceiceice> is it just clang -fsanitize=undefined ?
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20161017 23:02:27-!- celmin is now known as celticminstrel
20161017 23:03:24-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev
20161017 23:07:43-!- iceiceice [~chris@nat-tvwna-outside-visitornet2-a-184.princeton.org] has quit [Ping timeout: 265 seconds]
20161017 23:09:57-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV]
20161017 23:14:25-!- iceiceice [~chris@nat-tvwna-outside-visitornet2-a-184.princeton.org] has joined #wesnoth-dev
20161017 23:33:30-!- iceiceice [~chris@nat-tvwna-outside-visitornet2-a-184.princeton.org] has quit [Read error: Connection reset by peer]
--- Log closed Tue Oct 18 00:00:57 2016